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Everything posted by Maf
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No. The highest score is over 19000 and flags can easily be over 1000 given enough time...
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Not always, but it can, since the maximum damage is greater than Hornet's hp.
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let's say you get 7 non-drug bonuses per month. 64*(31-7) = 1536. That divided by 5 = 300+ drugs (100 repair kits)
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Yes, but that background area is only for aesthetic purposes - it's inaccessible to players and doesn't change the gameplay.
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Just read the update overview - it's awesome! I'm all hands up for removal of crystals from CTF battles. They were a huge distraction and it was frustrating to watch noob players sit on crystal drop spots and collect crystals for free, while I was actually working hard for my team to get flags and raise the fund. The gold box delay was my idea - it balances the ability to catch the box between heavy hulls and light hulls. Heavies will not always be able to find the drop location, but if they do - they will most likely catch the gold. Light hulls, however, will almost always have enough time to find the drop location, but once they get there they still have a risk of getting killed/pushed away before getting the box. The 30 minute limit and the 20-40% fund guarantee for the losing team means that "robbers" will finally leave normal players alone, since drugging for hours will only get them up to 80% battle fund. Usually robbing occurs when one team has 90+ out of 100 flags and the losing team has barely any flags and most players left. Robbers join the losing team and start drugging, resulting in a 100-95 flag win with 80%+ of the fund going to the robbers. With this update they won't have the fund potential to make the battle worth robbing - people will finally play to enjoy the game and not to steal the fund from other players. Adding the "old" battle settings to PRO battles is also a great change. Now druggers and robbers will have to pay to play long battles, which makes total sense, since if you can afford to get full MU m3 equipment and waste hundreds of supplies in one battle, then there's no reason why you shouldn't be able to pay a miniscule 500 crystals for a battle. The only thing I still wish they would add is a countdown times on the supply drop locations so that you know exactly how much time is left until a box falls.
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They will never change Sandbox - it's the most popular map for XP battles and an old cybersport map, where old "veteran" players know every corner and angle. Adding a whole second level to Sandbox will completely change the tactics on the map and people will be protesting.
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Lost in space-time
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Let's discuss XP battles.
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What if I told you that no-one is forcing you to continue posting in this topic.
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Yay, another show-off topic! I have around 3000 DA and nitro, 4000 DD, 5000 mines and 2000 repair kits. My other two accounts (colonel and brigadier) all have around 2000 of each and 800 repair kits.
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You're not the only users of this forum. There are people, who come here to read and participate in discussions about Railgun, not look at your random conversations.
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Guys, you're going very off-topic here. Please stick to discussing Railgun here and use PM for other conversations.
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You should definitely try every gun at m0 before you upgrade it to m1, so buy Ricochet and play with it for a while to see if you like the gameplay. As for the hull, both Hornet and Wasp are good hulls with fairly similar stats. Apart from the difference in armour-speed (Hornet is more buff and Wasp is faster), the other main difference is drag: Hornet seems to have less traction with the ground and slides on turns, while Wasp has greater traction as well as (I think) better acceleration. Wasp is therefore, more agile, however the low weight means that it will often turn over from other guns' knockback and even from your own gun's recoil if you use Shaft, Rico or Thunder. So you may find it easier to use Hornet (hence it's the more popular hull), but if you like Wasp more then definitely go ahead and upgrade it. The guns you are choosing from are all very different and require different tactics in battle. It's always better to have two different guns available for various situations, but if you can only afford one, then here are their general facts to help you choose: Isida - unique gun with the smallest range in the game. It is the only gun with autoaim sideways (you don't have to aim at the enemy directly to hit them), which is why many consider it easiest to use. It's not made for DM battles, although you can be successful at DM's if you're good enough, however it's definitely more interesting to use Isida in team matches, where you have to balance between attacking and healing your teammates. A good Isida must be fast and watchful, always moving around the battlefield healing defenders, but mostly supporting attackers. One thing you must never do is stand at the base and say "if you need healing come to base" - that just shows laziness and ignorance. Ricochet - easy to use, but hard to master. If not the most, then definitely the second most difficult gun to use after Railgun. You need to have a good knowledge of your surrounding so that you can quickly recognise where you can use the ability to ricochet your shots to your advantage. Also, the fact that Rico's shots have limited velocity (they don't hit their target instantly like Thunder), means that emenies will avoid your shots and hitting moving targets will be difficult. You will need a lot of practice before you'll be able to use this gun to its full potential. Shaft. Fairly easy to use and usually rather boring if you spend your time sitting at the base and staring into one spot in your scope, waiting for enemies. It's a lot more fun if you take risks and try to take over the enemy base, using Shaft's sniper option as well as the arcade more to fend off enemies. It can be fun at times, but it's restrictions in active gameplay will limit your fun to mostly large maps. Thunder. Quite an easy gun to use if you have no trouble aiming accurately. Very effective on maps, where enemies are often close together (e.g. Noise). With a Double Damage bonus you can easily get 1-2 kills per shot even if the tanks you shoot need 2 shots to be killed. Once you get the basics you can try and be more advanced by using the splash damage to hit enemied behind walls by shooting walls next to them of tilting your tank to shoot the floor next to them. I hope this helps. Remember - always choose an item because you like and enjoy it, not because it's OP.
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At least it doesn't disturb the game too much. It would be nice to have a 15-30 second delay in DM, but instant dropping in team matches so that the game process doesn't get inevitably sabotaged for a by gold catchers while they wait and do nothing.
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I'm pretty sure it's quite easy get more, but you have the evidence so I guess it counts...
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There are two new walls - one on each side. They were places on the top level on the far left (when looking at the enemy base) to provide cover for those going up on the ramp or onto the raised middle area.
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It's not that bad now. Definitely better than before... (remember merging tanks when you spawned inside one another and fused :wacko:) If the tanks have more polygons on them, it will make the physics a lot more complicated and tanks will have a lot more potential to collide incorrectly and glitch out. I'll bring your attention to the tank in GTA San Andreas - when two tanks collided quite often one of them would fly a hundred meters into the air. If this starts happening in TO, imagine the amount of falsely blocked "cheater" accounts in the first day...
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Yeah, the "smart cooldowns" didn't really help the situation. A well organised group can still easily "rob" another team if they have enough drugs due to the almost limitless use of repair kits. With a team of people with M4 tanks AND with voice communication a normal team of random players has no chance against them. Just don't play long battles unless you have a good, reliable team of friends.
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Monte Carlo was updated a while ago. Even though no-one plays Polygon CTF, the hiding spots were still a bit unfair because tanks with knockback guns could get in there and snipe others while the short range guns would never get them.
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That's definitely strange. Perhaps they simply forgot repair kits when making the predictable drops locations.
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Stadium and Sandbox were also updated (maybe others too) They won't add any new hiding spots to the maps. The main reason why maps were changed is because some of them had hiding spots where one could hide the flag and stay there, which would be unfair to the losing team. Such actions are considered sabotage so the map makers did what they could to reduce possible sabotaging options on maps.
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Have they? Weird. I'l go and check some of the maps. Are you sure you checked the whole map? Maybe the drop location is different now...
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What if I told you - not all players in this game are little children like you.
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This is intentionally made to make gameplay with Shaft slightly more difficult, so that it requires more skill, otherwise it would simply be an OP noob turret that only needs two fingers to operate. The idea is that as your shot collects power, the intense energy contained within the turret is making the aim shake. More energy = more vibration.
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